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THE GAME OF "BRIDGE," AND HOW TO PLAY IT.

(For hands in various games see Illustrated HANDS FOR BEGINNERS. We append 1 few hands which have actually been played. The notes are intended Ito be elementary. The table is arranged ! as in the diagram above. — N.B. The heavy type indicates who takes the trick. Game I. Score : Love AH. Spades Trumps : so made by V, to whom Z has left it. A doubles spades.

V Z lose Grand Slam, but 7 doubled spades count 28 : so the game is not lost. Notes to Game I. The dealer, having a probable trick, is justified in leaving the call to Y. V having no chance of making the odd trick calls spades. Trick 6: Z puts on Ka, probaWy his only chance of making it. Trick 9: A leads a losing d, so that B trumping A must make his Kh. Game 11. Score: Love All. Z has left the declaration to V, who has made "No Trump?." B doubles.

Notes to Game 11. The dealer, having a certain tiick In his hand (Ah), rightly leaves it to V, in preference to calling a &pade. TPoi he knows that at the worst V will call a spade, and at the best so long as he can make a triok he can by his lead help to establis-h V's fcuit. Dummy rashly declares N.T. instead of calling hearts. It the lealer has a trick thpy almost certainly go out on hearts; therefore, he should not risk N.T. B doubles, and therefore A, knowing B has at least one good suit, leads the highest of hi. shortest suit, jeoause that suit is probably B's strongest. If B had not doubled A would have led his Kxc, and they still make Grand Slam, as B, after taking tho fiist trick with Ac, returns Qc and then 6c, ! a-ud then calls in D — a- convention with N.T. to show you have the highest in that suit and wish it led. B doubles to secure a d Ipad, a=i A is probably weak in D, and will lead them. If A Uas B's cards, he doesn't double, and leads Ad and then small d. Game 111. Score: Dealer, Love. Opponents 1 game and 23. Z declares N.T. B double*.

A B win two tricks, in N.T. doubled (48). Notes to Game 111. 7,, \nowing that the portion i« ?e-perate, and that unless he goes out this hand, AB make trump next hand md arc almost sure to make an odd trick and so win the rubber, calls N.T. m two -uits without any piotection in the other two suits ; if V has not the cards to suit Z's Viand, it is all over. At love, to call N.T. on two suits you should have six of c black suit, headed by A X Q and a red A or X Q of H or X Q of d.

B, knowing from the score that a N.T. is almost inevitable, doubles to secure a probable lead of c (which his partner, being short of, will most likely play), when he leckous that even if his partner ha* not a trick he makes fi\e clubs and Ah, t'uib making the game safe. Trick 1: A, recognising that the caH is a desperate one, and uot knowing whether to lead 10c or 6s. plays Ad fir^t — a card of inquiry — to enable him to bee what dummy has. Trick 2 : A is now in cioubt. B has doubled on some suit — it is uot D (us he knows from T iis own hand) ; it is, not H. a? lummy has E Q Xx 9 ; it is rather p or c. There is nothing to lead through v\ S — he therefore ri^ks his 10c, which makes, and continues with sc. This shows the risk }f leading the highest of a short suit (the dangei of v hich ha^ induced the American conventioi of the leader in 1 N.l. doubled by his partner i: laying a heart). What happens if B doe* not double? A leads a email D (whether the smallest or fourth best should be led cannot be discussed here). The trick is taken by Z's 10d. Trick 2 : Z leads 3h, and has no difficulty in making at least two tricks. Triok 9: B holds up the Ah to prevent Z, when he takes a trick, establishing h. Gime IV. The other hands are : A: A,K, 10,5,2c ; 2h ; 10,5.3.2 d ; 10,6,45. X: Kic,B,3c: K,7,*h; A,Q,7d ; 7,5,3,95. ■Z: Q,9,6c;- ia,6H; K,9,8,6,4-D ; A,Q,2s. Score : Love All. Z leaves it to V, who declarer Hearts.

A B make one more triek — ihe Kh. V Z make 4 over tricks, or 32 points and game. Notes to Game IV. Z, knowing nothing about hearts except thot he is very weak in them, cannot call N.T., because unless V is strong in H. they have small chance of making the odd trick, and if V has h, he will call them a«d they will probably go out. He does not call D, because 11 tricks are wanted to go out, and of this there is no chance un!es3 V has a hand on which he can do bettei by an independent declaration. A black suit is not generally called by the dealer, unless, his score is 20 or more, or mi self-defence — i.e., if he' is very weak — in which -sucb a call prevents <he adversaries (at love-) going out, 3ven if they double. Trick 1: A plays Xc as a safe lead, •and then, after seeing Dummy's ;and, continues with A. Trick 2 : A playing X, then A, cannot have Q. Prick 3 : A plays badly ', .ie should play to make- the tricka that are "on the table — i.e., obviously tn be made. With H trump 3, it is manifestly important to make fotir tricks,, as then adversaries cannot $« out. He hould lead 2d. Dummy will himself have to lead s 3aoner or later. 7, also plays badly;, he should play 8a from Dummy, take with Qs and lead Qc, discarding Xx D from Dummy, and then, as he has the game safe, -an lead 10h, taking finesse if he likes. Trick 5 : B plays verj badly : Oo is marked in Z's hand (.see Tr. 2). As i-> al=o marked in dealer's hand (as A would have led it In preference to the 10 in Tr. 3). B's only cuance of saving ihe game is to take the trick with Kh ard lead Ad before Dummy can discard the Kn d. Against a n declared by Dummy, the longest suit is, as a rule, led, but X fiom I A,K, or even K,Q, can be led When j Dummy's cards are exposed, the play depends on his hand, but, at the score love-all, the effort should be to make the fourth trick and so save game. i Game V. ! Score: Love All. Z declares N.T.

Notes to Gave V. Z calls N.T.. being protected in three suits, and hoping to find some protection in H in V's hand. There- .i<3 always an advantage to the dealei in the play ot the- hand in a N.T.. and, at love, the risk of the other side going ou* is le=s ; but with thi* hand the deale* would probably call N.T. at any score under 18, at 13 piobably d, and certainly d at 24 or move. Trick 1: Wher N.T. is .not doubled, ll<e first player loads from hk longest smt, ami, having QKx 10, load? (^, which V, dc. 3s3 s no! take, as the A must always make, *ince it cannot be- trumped. Z'.< object is to prevent the s»uit being established, and through lu= play A B only make two trick* in 0 instead of four. Tuck 2: B plays X lot to bl->ck A^ -nvt — which he mfcr? to con-ist of the. Ac is now marked in Z's iiaiu!. for, 3 'though Q is generally led in N T. 110 m A (.) K\" to 7, ifc must be followed by A. lo which partner drops Xii he has it. But here (,) followed by X.v show 1 ? leader has not A. Triok 3: B now infer* that the remaining two c are in A's hand. Trick 4: Z, who ba° by no iicnis an easy game to play, leads 10u 10 kocp the lead away from A, al-o to ii«guis.p bis ivcakne=s in if ar.d not to pint with bis •■Irtiigi.h in s._ a -svith Xx 9 6 plays Kx. V takrs it with Q, wuicli wins-, a= 7, doc* not tako the (j with A, lest the II suit be PNtablUlwpd again«t him. Dealer infers that B has Ah : if A had it \\p would take the trick with it, make Iv two c, and =0 -n event. V Z getting game. Tiick 5: V load' 100 to e-fablWi the -nut if possible. Z infer> Ad i>, «itb B Trick 7: B with be«t H and best D trb* to put A in v.itli a fs. so that A may mak* 3 ihis two c. Z takes with A, lot X, \, huh would show B that he had A. Z cannot, risk the Qs being in A's hand aud makirg. for two c, best D, Ah and 9h (i.e., be?t and third best) are agam^t him, and A B would be game if A nad" Qs, led 'ii» two C, and played a H. Trick 8: Z'* lead finally establishes ln^

suit, and, he makes odd trick. A keeps his v on the' chance of making a s. Game VI. The other hands aie: A: 3,4 c; 4h; A.K,Q,Kx.9,8,7,6n : 9,55. B: 5,6,7.8,10 c; 2,3.5,7h; 2,3,4,6s Z: Q.Kx,9,2,c: 10,9.8.6n : Q,Kn, 10.8,75. Score: I_.o\e All. Z leaves it to V, who dedaie- N.T. A doubles; V redoubles.

>i;m o on for eight tntk=. Notes to Guie VI. Z, wta his fcor© love, leaver it to V; but if his score v.-as 28, would ceitainly declare R, and probably at 26, to prevent a po-^ib'e D call by his partner, which might be doubled, uhen. as he has ?io D, the adversaries might easily make three tricks and go out. Ac a rule, miles a hand ha^ four tees 1100 points) it Jeclaies h with the four Honours (64) ; but here V has absolute protection in three suits, and some protection in D, and co calls N T. A doubles, as he has the lead of A X Q Ek in D with i suit of 8, and unless the. remaining five are in cne hand, must make eight tricks, which would only count 24,; and would not, therefore, take him out ; so he doubles in the hope of going out, redoubles because he thinks he is sure iJ| making the odd trick. A, having his partner's consent to play, leads a D, but knowing that the caller (V) doas ixot redouble unless he is protected inesch suit, which here in D means that he lias the reirfaining five, hopes to, and does, deceive Z by playing a Email D 'before his* honours in d. In other words, Z, not knowing that V's 10d would take the trick, passes it. When Dummy's cards are exposed, Z, being void of D, thinks tha 1 B must take the trick vith an honour and return a D, ! for if B doe 3 not re-tuiui d, Z can make eight tricks from V's hand. According to the same reasoning, Z thinks he must make V's 10d at .he fifth d trick. i Z's argument is not correct. It is aAaos;, I an article of faitb that the first hand doea not double a N.T. unless he has a suit of seven headed by A X Q, and that on a suit of Bix headed by A X Q he should not double (though on different grounds third player would). If, then., as the dealer | may reasonably suppose, A has 7 D at least, there is no D for B to return, so Z should play the lOp, for even if B takes it he cannot return it, but must lead into V's hand. | Thus, through Z not fully grasping the play I A B makes two redoubled tricks (86) and game. i HOW TO SCORE. j Win. Lose. ! x — Start with a blank form like h-bt, umii liv*: — Suppose yov win 10 hicks Win. Lose. in Hearts — i.e., four count, + and score 32. This, goes un- ,- o der the thick line. You have '" the 30 requisite for game, so iggggtymsnm draw a thin line to mark one „n I game. Suppose you had four -"-j honours yourself and partner I had one, equals 72 above the j line, thus : — 1 In the next game, suppose n - I-«S9» the adversaries make the odd trick in diamonds which you have doubled, th»y score— i.e., 72 15 you lose 12. If they hold, sweat -saaasß say, three honours ("simple honours") between them, they — " ■ „ ■ score 12 above the line. Tho score i^ now thus : The game is not over. In + _1 the next deal, suppose you or partner call N.T. and make :i0 the odd trick, you score 12 below for the odd trick. S\ippose they score 30 for three __32_ aces, above. The score now 12 "i«j is : — Still, the game i* not over. Win. Lose Suppose in the next deal they + r~ make 12 tricks in cliibs, with £jj five honovivs in one hand ; you -^ have no trump. You lose jo 2.i below, and the second game ejxssszsscsa^ i« over. You lo=o 40 in honours and 20 for Little Slam, jg- -pj — * but you wm 8 for Chicane. „T Thus": _ Win. Lose Now for tue la«t game, you > ; — call N.T., having tour aces m 40 20 your own hand, and 100 40 make 15 tricks. You 8 win 8? points (7 x 12) : 100 a^^Lsiibsi abo\e for your four honours?, 32 I and 40 tor Grand Slam. You i'J j l_a win thi« game, and ha\wig I£4 now won two srame^, you tcoie SI j 10'J for rubbei. Thu-: !i'°J 4-lfc> I l.jS >no\v add all on the -;- *ide : it - 44^ — „ = 133 You win — Total points 310 — B. "\V ,in the T»ll Mall Mag.mne.

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Permanent link to this item

https://paperspast.natlib.govt.nz/newspapers/OW19010918.2.144

Bibliographic details

Otago Witness, Issue 2479, 18 September 1901, Page 55

Word Count
2,814

THE GAME OF "BRIDGE," AND HOW TO PLAY IT. Otago Witness, Issue 2479, 18 September 1901, Page 55

THE GAME OF "BRIDGE," AND HOW TO PLAY IT. Otago Witness, Issue 2479, 18 September 1901, Page 55

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